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Gamification Articles により Mind Map: Gamification Articles

1. Elements of gamification

1.1. freedom to fail

1.1.1. challenges players to routinely work at the peak of their abilities and knowledge

1.1.2. gives students freedom to experiment without pressure or fear of damage

1.2. provide options

1.2.1. students are able to choose the assignments they complete in order to earn points and achieve

1.2.2. more likely to make selections that align w/ their own learning style

1.3. rapid feedback

1.3.1. gauge student understanding and evaluate learning

1.4. progression

1.4.1. gives an impression of advancement by increasing difficulty of obstacles or enhancing player ability

1.5. storytelling

1.5.1. draws players in and compels them to move forward

2. Definition of Gamification

2.1. use of game design elements in a non-game setting (i.g. classroom), in order to increase motivation and attention on a task

3. Goal of Gamification

3.1. impacts engagement

3.2. stimulates motivation

3.2.1. intrinsic: students are inherently interested in the content

3.2.2. extrinsic: behavior driven by external rewards

3.3. motivate target behaviors

3.4. drive innovation

4. Examples

4.1. Classcraft

4.1.1. fantasy-themed behavior management tool to promote teamwork and collaboration

4.1.2. groups of students work together to gain points from +pos. behavior

4.2. GradeCraft

4.2.1. additive grading- students start at 0 and advance through levels

4.2.2. completion of certain tasks unlocks the next level

4.3. Virtual Locker

4.3.1. cloud based, emphasizes behavior reinforcement by individualized token economy systems

4.3.2. badges and grit points are awarded for motivation

4.4. Canvas

4.4.1. facilitates instruction, manages assignments and grades

5. Non-examples

5.1. game-based learning

5.1.1. the use of video games to support teaching and learning

5.1.2. used to teach or supply specific information/skills

5.2. simply adding game elements w/ expectation of students learning more

5.2.1. leaderboards and rewards systems

5.3. easy teaching method that requires no lesson planning

6. Cautions

6.1. wrong reason for gamifying

6.1.1. fun/popular game without justification

6.1.2. assumption that everyone loves a game/competition

6.1.3. think it is an easier way of teaching

6.1.4. hide the fact that students are learning

6.2. notable limitations

6.2.1. does not guarantee success

6.2.2. contextual factors

6.2.2.1. need regular access to computing devices

6.2.2.2. requires basic knowledge of how to use technology/devices

6.2.2.3. annual liscensing fees required by many gamification tools